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#version 150 core
in vec4 vCoord;
in vec2 tCoord;
out vec2 sampleCoord;
out vec2 sCoordUp;
out vec2 sCoordDown;
out vec2 sCoordLeft;
out vec2 sCoordRight;
uniform mat4 matrix;
uniform vec2 textureScale;
uniform vec2 shift;
void main()
{
sampleCoord = tCoord * textureScale;
sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale;
sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale;
sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale;
sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale;
gl_Position = matrix * vCoord;
}
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